#include "BackGroundRClass.h"

using namespace frost;
using namespace grafik;

BackGroundRClass::BackGroundRClass(void)
{
}


BackGroundRClass::~BackGroundRClass(void)
{
}

bool BackGroundRClass::Render(ID3D11DeviceContext* deviceContext)
{
	bool result;


	// Re-build the dynamic vertex buffer for rendering to possibly a different location on the screen.
	result = UpdateBuffers(deviceContext, 800 + m_Xposition, m_Yposition);
	if(!result)
	{
		return false;
	}

	// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
	RenderBuffers(deviceContext);

	return true;
}
